#version 450

layout(set = 0, binding = 3) uniform TestUnused
{
    vec4 info0;
    vec2 info1;
} g_testUnused;

layout(set = 0, binding = 4) uniform InfoMiscBuffer
{
    layout(offset = 0)  vec2 info1;
    layout(offset = 16) vec2 info2;
    layout(offset = 32) vec4 info0;
};

layout (set = 1, binding = 0) uniform sampler samp;
layout (set = 2, binding = 0) uniform texture2D tex;

//layout(set = 2, binding = 0) uniform sampler2D texSampler;

layout(location = 0) in vec3 fragColor;
layout(location = 1) in vec2 fragTexCoord;

layout(location = 0) out vec4 outColor;

void main() 
{
    //outColor = texture(texSampler, fragTexCoord);
    outColor = texture(sampler2D(tex, samp), fragTexCoord) * vec4(fragColor, 1.0);// * g_testUnused.info0;
    //outColor += info0;
}

